System, method and computer-accessible medium for generating a puzzle game using various exemplary properties of the visual world

ABSTRACT

Exemplary systems, methods and computer-accessible mediums can be provided for generating and playing a game or a puzzle. For example, it is possible to determine at least one game symbol corresponding to a portion of a gestalt figure for each location in a grid. Further, it is possible to provide, to a player, at least one hint or other information about a location of each symbol in the grid. A guess and/or a response as to a content of the location of each symbol can be received from the player.

CROSS-REFERENCE TO RELATED APPLICATION(S)

The present application relates to, and claims priority from, U.S. Provisional Patent Application No. 61/566,504, filed on Dec. 2, 2011, the entire disclosure of which is incorporated herein by reference in its entirety.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to exemplary electronic games and puzzles, and more specifically, relates to an exemplary system, method and computer-accessible medium for generating a puzzle game using various exemplary properties of the visual world.

BACKGROUND INFORMATION

Sudoku-type puzzles have been known in the art for many years, an example of which can be seen in FIG. 1. The puzzle was popularized in 1986 in Japan under the name Sudoku (See e.g., reference 1). The term “sudoku” is Japanese, and means single number. “Su” means “number” and “doku” means “single”. Other symbols can also be used (e.g., letters). Many different styles and configurations of sudoku-type puzzles are known in the art. Its origins date back to Jacques Ozanam in 1725 (in Recreation mathematiques et physiques) as a puzzle involving playing cards (See e.g., reference 5), and later studied in depth by Euler, in late 1700's, as a math problem called “Orthogonal Latin Squares”.

The Sudoku puzzle is illustrated in the format shown in FIG. 1, and about 25 to 31 of the spaces are filled in by the puzzle creator. Unique solutions can exist for games with as few as 17 spaces filled in in the case of a 9×9 grid. The solver must fill in the empty squares or cells using numerals 1-9 in the manner of Sudoku play. The numerals are referred to as game symbols. The grid size can vary, and can be as small as a 4×4 grid size, with sub-grids of size 2×2, or, as at the World Puzzle Championship, a 6×6 grid with 2×3 sub-grids, regions or blocks. Other variants of the game include Hypersudoku, also known as “NRC Sudoku”, “Windoku”, “Hyper-Sudoku” and “4 Square Sudoku”. Alphabetical variations have emerged, sometimes called Wordoku, with no functional difference in the puzzle. In some variants of Wordoku, a word is completed while playing the game along some ordered sub-grids of the game, such as a diagonal line or a column or row, although not limited thereto. In this case, the player cannot know a priori the word to appear in a given sub-grid, otherwise the solution would be revealed.

Another game related to Sudoku is KenKen, an example of which can be seen on the New York Times, and which has a homepage of http://www.kenken.com/playnow.html, for the game where it gives many facts about the game and its creator, Tetsuya Miyamoto. The rules of KenKen can be described as:

-   -   1. Choose a grid size.     -   2. Fill in the numbers from 1 to grid size.     -   3. Do not repeat a number in any row or column.     -   4. The numbers in each heavily outlined set of squares called         cages must combine (in any order) to produce the target number         in the top corner using the mathematical operations indicated.     -   5. Cages with just one square should be filled in with the         target number in the top corner.     -   6. A number can be repeated within a cage as long as it is not         in the same row or column.

Sudoku and KenKen are based on numbers. A pattern of numbers, such as their “contiguous” order, is critical to provide the common experience of these games. It should be noted that very few play Sudoku on a 9×9 grid with nine digits being random numbers from 1 to 99, and even if one wants to think of single digits, no one plays Sudoku with some random set of single digits from 0 to 9, where one of the single digits is absent (not 0 nor 9). It would be too difficult to keep track of which number is absent. In addition, it is likely that not many would play KenKen on a 6×6 grid, nor Sudoku on a 6×6 grid, with a random set of six single digits from 0 to 9, the game would be much harder.

Another game related to Sudoku is Tetris, which was invented by Alexey Pajitnov. The pieces used in Tetris are broadly known as tetraminos or tetrominos. A playing field is introduced where these shapes fall through. Tetraminos shapes falling in the playing field can be translated, rotated, and/or flipped by the player. During the game, the player tries to complete rows with these shapes, and each completed row is erased. Additional information is available at http://www.tetris.com/history/index.aspx. In a more recent game, Drop 7, the idea of a playing field is used, but instead of tetrominos, numbers fall into the playing field and some number relations are used to eliminate cells or cell segments along rows or cell segments along columns. Additional information about drop 7 can be found at http://areacodeinc.com/drop7/.

An additional game related to Sudoku, for multiple players, is Bingo. Bingo is typically played with multiple players and an oracle that produce a sequence of numbers drawn from a set of 1 to N. Each player receives a card containing a subset of numbers. An oracle produces a sequence of numbers and players fill their cards when the number called by the oracle is present in the player's card. The first player to complete the card wins. Variants of the game using game symbols other than number also exist (e.g., using pictures).

Thus, it may be beneficial to provide an exemplary game or puzzle can utilize properties of the visual world that could make a game fun and interesting while maintaining some aspects of the fun component of logic and thinking used in Sudoku, KenKen, Tetris and Drop7.

SUMMARY OF EXEMPLARY EMBODIMENTS

Unless the context requires otherwise, throughout the specification and claims which follow, the word “comprise” and variations thereof, such as, “comprises” and “comprising” are to be construed in an open, inclusive sense, that is, as “including, but not limited to.”

Reference throughout this specification to “one embodiment”, “an embodiment”, or “an exemplary embodiment” means that a particular feature, structure or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, the appearances of the phrases “in one embodiment”, “in one exemplary embodiment” or “in an embodiment” in various places throughout this specification are not necessarily all referring to the same embodiment. Furthermore, the particular features, structures, or characteristics can be combined in any suitable manner in one or more embodiments.

The description of exemplary embodiments of the game(s), system, method and computer-accessible medium for generating a puzzle game using various exemplary properties of the visual world is/are not intended to be exhaustive. Various procedures used to play the game that anyone familiar with Sudoku, KenKen, Tetris, Drop7, can be inferred, and can be left out of this material. Also, the exemplary games, system, method and computer-accessible medium described herein are not intended to be exhaustive, and only as exemplary.

Exemplary embodiments of the present disclosure can include system, method, computer-accessible medium, exemplary games and puzzles which can be referred to as Facedoku, FaceFace, FaceTetro, and FacedokuTetro, although not limited thereto.

These and other objects of the exemplary embodiments of the present disclosure can be achieved by provision of systems, methods and computer-accessible mediums for generating and playing a game or a puzzle. For example, it is possible to determine at least one game symbol corresponding to a portion of a gestalt figure for each location in a grid. Further, it is possible to provide, to a player, at least one hint or other information about a location of each symbol in the grid. A guess and/or a response as to a content of the location of each symbol can be received from the player.

In some exemplary embodiments of the present disclosure, the game symbol can be a nose, a mouth, a left ear, a right ear, a left eye, a right eye, hair, left arm, right arm, left leg, right leg, torso, head, pair of eyes or nose and mouth. The hint can include a plurality of game symbols and the location of the cell in the grid of each of the plurality of game symbols. The guess can include a selection a game symbol(s) and a location of the cell of in the grid. The grid can be rectangle or a square, and can be sized 4×4, 5×5, 6×6, 7×7, 8×8, 9×9 or 10×10. The hint can be provided to the player at the beginning of the game or during the game. The player can win the game when the player successfully guesses each correct game symbol for each cell in the grid.

In certain exemplary embodiments of the present disclosure, a gestalt figure is displayed on the side of a row(s) or column(s) in the grid which is updated every time a game symbol is placed in the corresponding row(s) or column(s). Sub-grids can be composed of a plurality of adjacent locations in the grid. In some exemplary embodiments, a particular game symbol can only appear once in the grid. The player can undo a guess, and the player can lose a point when the player undoes the guess. The player can obtain points for a correct guess, and the number of points can depend on the amount of time needed to guess correctly.

In further exemplary embodiments of the present disclosure, cells in the grid can be color-coded depending on whether a game symbol can be placed in the cell. The game can end when all locations of the grid are filled, and the player can play against a further player.

A further object of the present disclosure can be achieved by provision of exemplary embodiments of systems, methods and computer-accessible mediums for generating and playing a game or a puzzle. For example, it is possible to provide, to a player, a game symbol(s) corresponding to a portion of a gestalt feature. It is possible to receive, from the player, a location of the game symbol on a grid. A portion of the grid can be eliminated when all of the game symbols in the portion of the grid together form a complete gestalt figure.

In certain exemplary embodiments of the present disclosure, the portion of the grid can be a sub-grid of the grid and is composed of a plurality of adjacent locations in the grid, and all game symbols in columns located above the sub-grid that is eliminated can fall into a next free row. The player can receive a point when the portion is removed. In some exemplary embodiments, the game symbols can be provided randomly, and the game symbol can fall down a column of the grid stopping at a row having a game symbol below it. The speed at which the game symbols fall can increase at preset intervals.

In some exemplary embodiments of the present disclosure, the player can manipulate the location of the game symbol only until the game symbol stops, and the player can flip the game symbol in a horizontal direction. The player can also undo a placement of a game symbol. The game ends when a game symbol falls in a column where a top row of the column already has a game symbol.

These and other objects, features and advantages of the exemplary embodiments of the present disclosure will become apparent upon reading the following detailed description of the exemplary embodiments of the present disclosure, when taken in conjunction with the appended claims.

BRIEF DESCRIPTION OF THE DRAWINGS

Further objects, features and advantages of the present disclosure will become apparent from the following detailed description taken in conjunction with the accompanying Figures showing illustrative embodiments of the present disclosure, in which:

FIG. 1 is an exemplary conventional Sudoku game on a 9×9 grid;

FIGS. 2A-2G are exemplary images of exemplary gestalt features figure according to an exemplary embodiment of the present disclosure;

FIG. 3A is an illustration of an exemplary body gestalt figure according to an exemplary embodiment of the present disclosure;

FIG. 3B is an illustration of exemplary symbols according to an exemplary embodiment of the present disclosure;

FIG. 4 is an illustration of an exemplary mixing of game symbols from one gestalt figure with game symbols of another gestalt figure according to an exemplary embodiment of the present disclosure;

FIGS. 5A-5C are exemplary Gestalt figures displayed along rows and columns and no other sub-grid according to an exemplary embodiment of the present disclosure.

FIGS. 6A-6B is an exemplary game board where the game symbols are shown on the corners of the cells according to an exemplary embodiment of the present disclosure;

FIGS. 7A and 7B are illustrations of two possible exemplary game symbol interface according to an exemplary embodiment of the present disclosure;

FIGS. 8A-8C are exemplary figures displayed on each sub-grid as well as along rows and columns according to an exemplary embodiment of the present disclosure;

FIGS. 9A-9C is an illustration of an exemplary Facedoku being played according to an exemplary embodiment of the present disclosure;

FIGS. 10A-10K are illustrations of an exemplary Facedoku game having face gestalt figures in a 4×4 grid of cells with sub-grids of 2×2 according to an exemplary embodiment of the present discloser;

FIG. 11 is an illustration of an exemplary graphical interface for the class MainView of an exemplary Facedoku game according to an exemplary embodiment of the present disclosure;

FIG. 12A is an illustration of an exemplary interface for a hardware device implementation of the version of the Facedoku game where the gestalts for the blocks are presented according to an exemplary embodiment of the present disclosure;

FIG. 12B is an illustration of an exemplary interface for a hardware device implementation of the version of the game where the gestalts for the blocks are not presented according to an exemplary embodiment of the present disclosure;

FIG. 13A is an illustration of exemplary drawings of different eyes and mouths according to an exemplary embodiment of the present disclosure;

FIG. 13B is an illustration of an exemplary game being played with different drawings of exemplary eyes and mouths figure according to an exemplary embodiment of the present disclosure;

FIGS. 14A and 14B are illustrations of comparisons of the exemplary FaceFace and the prior art KenKen according to an exemplary embodiment of the present disclosure;

FIGS. 15A-15B is an illustration of an exemplary embodiment of FaceFace with a 4×4 grid according to an exemplary embodiment of the present disclosure;

FIGS. 16A and 16B are illustrations of an exemplary FaceFace game with a 4×4 grid according to an exemplary embodiment of the present disclosure;

FIGS. 17A-17C is an illustration of an exemplary FaceTetro game board having a grid of 4×7 according to an exemplary embodiment of the present disclosure;

FIGS. 18A-18E is an illustration of an exemplary FaceTetro game according to an exemplary embodiment of the present disclosure;

FIGS. 19A-19C are illustrations of an exemplary FaceTetro game according to an exemplary embodiment of the present disclosure;

FIGS. 20A-20C are illustrations of a further exemplary FaceTetro game according to an exemplary embodiment of the present disclosure;

FIGS. 21A-21D are illustrations of a further exemplary FaceTetro game according to an exemplary embodiment of the present disclosure;

FIGS. 22A-22F are illustrations of a further exemplary FacedokuTetro game according to, an exemplary embodiment of the present disclosure;

FIGS. 23A and 23B are illustrations of a further exemplary FacedokuTetro game according to an exemplary embodiment of the present disclosure;

FIGS. 24A and 24B are illustrations of a further exemplary FacedokuTetro game according to an exemplary embodiment of the present disclosure; and

FIG. 25 is an illustration of an exemplary block diagram of an exemplary system in accordance with certain exemplary embodiments of the present disclosure.

Throughout the drawings, the same reference numerals and characters, unless otherwise stated, are used to denote like features, elements, components, or portions of the illustrated embodiments. Moreover, while the present disclosure will now be described in detail with reference to the figures, it is done so in connection with the illustrative embodiments and is not limited by the particular embodiments illustrated in the figures, and exemplary embodiments thereof are defined by the appended claims.

DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS Exemplary Foundations

The exemplary systems, methods and computer-accessible mediums according to exemplary embodiments of the present disclosure can be based on game symbols that can be based on object parts of gestalt figures. Exemplary “gestalt” figures are pictures or drawings of objects that are commonly known to players and can be composed of parts. The more people recognize an object the beneficial it is used in the game. The word “gestalt” is translated from Middle High German as “shape”. The meaning in science was developed in the art and design movement that studies visual objects as a “whole”, and its interplay with its “parts”. This movement stressed that the whole is more than the sum of the parts. Complete gestalt figures can be such that if some components are removed from shape, the shape is still recognized as figures (the whole), even without such component. For example, a face picture or a face drawing can be typical gestalt figures. The face can be shown without a nose, and yet it is still recognized as a face. Furthermore, the lack of a nose in such a gestalt feature can also be noticeable.

The exemplary systems, methods and computer-accessible mediums can utilize game symbols used in games that can be components of the gestalt figure, such as the nose of the face. These components can be referred as object parts. Instead of numbers (e.g., Sudoku), tetrominos (e.g., Tetris) or letters (e.g., Wordoku), the elements of the exemplary systems, methods and computer-accessible mediums can be elements of a priori known gestalt figures. Tetrominos, are not elements of a gestalt figure. Letters, when played to complete gestalt words, can only be part of unknown gestalt words (if known, the solution is provided) and still the use of it is for very special game structures that are not used much in a game unless the game is cross word puzzle.

FIGS. 2A-2D show illustrations of exemplary face gestalt figures and four elements (e.g., game symbols). Four game symbols are shown: right eye (FIG. 2A), left eye (FIG. 2B), nose (FIG. 2C), mouth (FIG. 2D). The complete face gestalt figure can be produced by automatically placing the four game symbols in the proper and predefined location of the boundary circle (FIG. 2E). FIG. 2F shows an exemplary face gestalt figure without one eye (e.g., a partial gestalt figure), and FIG. 2G shows an exemplary face gestalt figure without the nose (e.g., a further partial gestalt figure).

FIG. 3A shows an exemplary body gestalt figure made of nine (9) game symbols: a1. left leg, a2. right leg, a3. torso, a4. right arm, a5. left arm, a6. head, a7. hair, a8. “pair of eyes”, a9. “mouth-nose”. FIG. 3B shows am exemplary chair gestalt figure made of four (4) game symbols. b1. arm, b2. seat, b3. legs, b4. back support.

The gestalt figure with all its elements (e.g., all game symbols) can be referred to as a complete gestalt figure. The exemplary systems, methods and computer-accessible mediums can incorporate the concept of gestalt figures (e.g., objects) and game symbols (e.g., object parts) to well-known structures of games similar to Sudoku, KenKen, Tetris, Drop7 and Bingo.

The exemplary systems, methods and computer-accessible mediums can use gestalt figures, complete gestalt figures, and game symbols as elements of gestalt figures, and apply it to games in grids of N×M cells, in order to fill and complete rows, fill and complete columns, fill and complete cages, and/or fill and complete sub-grids is new.

In order to develop the exemplary systems, methods and computer-accessible mediums a significant problem was faced when displaying the gestalt figures, and updating them accordingly as the game is played. In the games of Sudoku, KenKen, Tetris, Drop 7 and Bingo, there are no extra gestalt figures to be displayed. In the exemplary systems, methods and computer-accessible mediums, the game symbols (typically single digits, or letters) are displayed at the cells and can be all that is needed. Here, displaying the gestalt figure can be challenging. Therefore, the exemplary systems, methods and computer-accessible mediums can display gestalt figure for rows and columns on the sides of the grid, while for sub-grids and cages, they can be displayed in some center of the sub-grid or center of the cage. The definition of center can be adapted depending on the games. The exemplary systems, methods and computer-accessible mediums may not need to display the game symbols in the cells of the grid, even though they are placed in the cells of the grid. Instead, the game symbols placed in the cells of the grid can “make their way into the display” by having the corresponding gestalt figure, which is not complete, updated with such game symbols. This can be significantly different than Sudoku, KenKen, Tetris, Drop 7 and Bingo, where it is needed that all game symbols placed in the cell can be displayed as such in the cell.

Exemplary Description of Structural Elements

The exemplary systems, methods and computer-accessible mediums can incorporate different aspects of the elements according to each exemplary the game Facedoku, FaceFace, FaceTetro, FacedokuTetro and variants of these games.

The exemplary systems, methods and computer-accessible mediums can incorporate grid sizes of N×M, where N can take any suitable value (e.g., 4-10, although not limited thereto), while M can be equal to or larger than N. The exemplary systems, methods and computer-accessible mediums can have M=N (e.g., there are as many columns as rows). The possible values of N can be the same as the ones used for the game of Sudoku or KenKen. For every grid size where the game of Sudoku or KenKen can be played, Facedoku or FaceFace or FacedokuTetro, can be played.

FIGS. 5A-5C show illustrations of exemplary Gestalt figures displayed along rows and columns but no other sub-grid. For example, FIG. 5A shows an exemplary initialization of the game Facedoku. After each row and column a partial gestalt figure can be placed. The game symbol placed on a selected game cell is not displayed at the cell, and instead is placed at the gestalt figures along the row and column defined by the cell. Cells can have one of the three labels and colors: available cells 505 can be colored white, occupied cells 505 can be colored light gray and hint cells 510 can be colored dark gray. The availability of a cell can signify that the cell can be edited and that it was never edited. Occupied cells can mean the cell can be edited even though it has already been edited with a game symbol. Hint cells can mean that the cell cannot be edited because there is a game symbol already in the cell from the beginning of the game (thus are hints for the player, and should not be replaced). FIG. 5B shows an exemplary new game symbol that is placed at the second row and first column on the game, colored in light gray to indicate the cell was labeled available, and is now labeled occupied. The game symbol placed can be a “mouth”, as it is the only valid solution there. Game updates are displayed on the two face gestalt figures (partial gestalt figures) corresponding to the selected cell, in this case along the second row and along the first column. FIG. 5C shows that the above can be applied to the left of the row or top of the columns.

FIGS. 6A-6B show an exemplary game board where the game symbols are shown on the corners of the cells. For example, FIG. 6A illustrates an exemplary initial Facedoku display that is, e.g., the same instance of a game as shown in FIG. 5A. However, the game symbols are displayed at cells that are already occupied (e.g., the cells using the labels occupied and hint also display the game symbol placed at them). Lighter gray values indicate occupied and editable cells while darker gray cells indicate a hint and not editable. FIG. 6B shows the game updated by a move on row 2 and column 1, placing a game symbol “mouth” (e.g., a logic solution at that cell, given the two gestalt figures along row 2 and column 1.)

FIGS. 15A-15B show illustrations of an exemplary embodiment of the exemplary FaceFace with a grid of 4×4 which can be implemented by the exemplary system, method and/or computer-accessible medium, and with cages being delineated by dark black lines. Cells that are available 1500 are shown in white, and cells that are occupied 1505 are shown in dark gray. An exemplary configuration of the FaceFace game after a few plays are illustrated in FIG. 15A. The gestalt figures can be shown along rows and columns outside the grid similar to the Facedoku game, and can reveal game symbols placed at corresponding cells which can be labeled as “occupied”. On column 1, e.g., an empty gestalt figure can indicate that no game symbols have been placed in the first column yet. As shown in FIG. 15B, a placement of the game symbol “nose” can be made at cell (4,1) satisfying the cage constraint. The “nose” is updated on the gestalt figures along row 4 and column 1, and the gestalt figure at the corresponding cage can be updated. The “nose” can be removed from a gestalt figure at the corresponding cage. Note that all cages where all the cells are occupied have the corresponding cage gestalt figures empty due to the removal of the game symbols placed in the cage. The multiplicity of game symbols higher than one is not revealed by the gestalt figure (e.g., the display will only show it once). One can indicate multiplicity of game symbols by coloring the game symbols or by placing a numeral next to them.

Exemplary FaceTetro

The exemplary systems, methods and computer-accessible mediums can be used to extend the columns to an arbitrary large number of cells (e.g., the grid can be made of M rows and N columns, where M is equal to or larger than N). Each of the N columns in FaceTetro can have M cells. The value of M can vary, although it is predefined and known to the player, and limited by the screen size of the medium where the game is played.

FIGS. 17A-17C show an exemplary FaceTetro game board having a 4×7 grid shown at three different times of a game, with gestalt figures along rows and columns displaying the game symbols. Every game symbol can fall on the playing field that includes the grid, and can fall on a cell on top of a column (e.g., top of the top column element). If a column is empty, it falls all the way to the bottom cell. For example, cells that are labeled empty and may not be occupied at this time are shown in white 1700. Cells that are labeled available 1705 (e.g., where a game symbol can land at this time), are shown in color light gray. Cells that have already been occupied display the game symbol and have the label occupied. At each play one can only place at most one game symbol per column, either in the bottom of the column or above a cell labeled occupied. FIG. 17A shows that only game symbol “right eye” is placed in the grid, cell (1,3) (e.g., at column 3 and row 1). A corresponding gestalt figure can be displayed. There are four cells labeled that are available, which is the maximum number of cells that can be available for a game with N=4. FIG. 17B shows an exemplary new game symbol that is a mouth and that starts to fall in the playing field. The illustration of FIG. 17C indicates that after a game symbols is placed on a cell, a new game symbol falls on the playing field, and in this exemplary case, the player chooses the fourth column to land, cell (1,4). The corresponding gestalt figures along the row and column can be updated accordingly by adding a “mouth” game symbol to them.

Exemplary Sub-Grids and Cages

In Facedoku and FacedokuTetro, the concept of a sub-grid (e.g., from Sudoku) can be provided, pre-defining a set of cells forming a geometric structure in the grid. For Facedoku and FacedokuTetro, similar to Sudoku, the sub-grid is typically some set of L×K cells such that the result are N sub-grids of this size forming a total grid of size N×N. Examples can include a total grid of size N=4 with four sub-grids of size L=2 and K=2, a total grid of size N=6, with six sub-grids of size L=2 and K=3, or a total grid of size N=9 with nine sub-grids of size L=3 and K=3.

FIGS. 8A-8C show exemplary figures displayed on each sub-grid, as well as along rows and columns. There is no restriction on the size of the gestalt figures as long as the sub-grid to which they correspond is evident. The exemplary systems, methods and computer-accessible mediums according to the present disclosure can utilize the full sub-grid space to create the gestalt face figure. Each game symbol placed in a cell should be placed on the gestalt figure containing the cell, as well as the gestalt figures along the row and column of the cell. Cells that are occupied 805 are indicated using the gray color, while cells that are available 800 are indicated by the white color. FIG. 8A illustrates an exemplary initial configuration of a Facedoku of a 4×4 grid size. FIG. 8B shows that an exemplary update of the cell at row 2 and column 1 is made adding a “mouth” game symbol, and the corresponding gestalt figures are updated. FIG. 8C shows a further exemplary update where the gestalt figures along rows and columns are shown before the rows and columns.

FIGS. 9A-9C show an exemplary Facedoku being played. FIG. 9A shows an initialization of the game played only with columns and rows gestalt figures. White cells are available 900 and are displayed without a game symbol placed at them. Hint cells are displayed with game symbols placed at them. FIG. 9B shows a possible consistent solution to the game, but one that would not satisfy a sub-grid solution. FIG. 9C shows an exemplary unique solution where the sub-grid constraints are required.

FIGS. 22A-22F show an exemplary FacedokuTetro game. Each exemplary game board of FIGS. 22A-22F illustrates the same sequence of frames representing the same manipulations by the player and updates of the display system. Cells color white are not-available 2200 or empty and not-editable as no game symbol can be placed at them at this moment. Cells colored dark gray are occupied 2205 and likely not-editable as they contain a game symbol in them. Cells colored light gray are available 2210 as they are empty and a game symbol would land in them if placed in their column. FIG. 22A shows a game symbol “right eye” already placed and displayed in the start, and a game symbol “mouth” falling from the top right into the playing field. FIG. 22B shows the symbol falling into the playing field that has been translated all the way to the second column, and will land on the available cell (1,2) a light gray one. FIG. 22C shows a “mouth” game symbol landing on cell (1,2). Additionally, the cell (1,2) becomes occupied and non-editable (dark gray) with the game symbol being displayed, while cell (2,2) becomes available (light gray). FIGS. 22D-22E illustrate the same configuration as that of FIGS. 22A-22C, respectively, although the cells do not display game symbols, and instead the sub-grids 2×2 contain gestalt figures.

In the exemplary FaceTetro, the sub-grids can be defined dynamically. The sub-grid can be considered to be a dynamic template that can be translated to any cell in the grid. One can limit the translation to only vertical moves, thus maintaining a column structure for the sub-grid.

FIGS. 20A-20C show another exemplary FaceTetro game. For example, a sub-grid structure 2×2 can be used in a dynamic way respecting columns such that the columns can be predefined by separating them in two groups, column one and two can be one group, while column two and three can be the other group. The dynamic aspect of the sub-grid can be that the sub-grid can start at any row. FIG. 20A illustrates an exemplary frame of a game at a stage where the score is already 3, and a new game symbol “left eye” starts falling to the playing field. FIG. 20B shows the player identifying that the symbol is falling straight on column 4, and will create a complete 2×2 “sub-grid” as shown outlined by a thick line 200 (using rows two and three). It can be a complete sub-grid because all game symbols are different, and they complete a gestalt figure. A gestalt figure is not shown in FIGS. 20A-20C, and it is not necessary since the game symbols are displayed. FIG. 20C shows an erased sub-grid (e.g., removed), and the gestalt figures are updated and the player scores one more point, now the score is 4.

FIGS. 21A-21D show a further exemplary FaceTetro game. For example, a predefined sub-grid structure 2×2 can be used. Note that the maximum column height is M=8 (e.g., 8 rows and not 7 as in the previous exemplary game. Gestalt figures can be displayed for each sub-grid, and the game symbols may not be displayed at the cells. Occupied cells 2105 are colored with dark gray, available cells 2110 are colored light gray, and not-available cells 2100 (or empty but not editable) are colored white. FIG. 22A shows an exemplary frame of the game at the same stage as the game shown in FIG. 20B, with the same game symbols placed at the same cells. Here the game symbols are not shown in the cells, but the gestalt figures can be displayed in the sub-grids instead. It should be noted that the dynamic sub-grid structure of the example shown in FIGS. 20A-20C are no longer applicable here, and no sub-grid is complete (e.g., no gestalt figure is complete). The score here can be also 3. A new game symbol “left eye” can fall in the playing field. FIG. 21B shows the player translating the new piece and letting it fall on column 1 to complete the second row. FIG. 21C shows that the row is removed, and the cells above fall on one row, and all the gestalt figures are updated accordingly. A new empty row is added to the top. FIG. 21D shows that all game symbols of the sub-grid are removed, and all cells above fall to rows below, and all gestalt figures are updated accordingly. The player scores and now the score is 5.

It is possible to provide a fixed sub-grid structure, pre-defined before the game starts (e.g., FIGS. 21A-21D), like Facedoku or FacedokuTetro. In this case, the column height M cannot be an arbitrary integer value larger than N. Each sub-grid must have N cells, since this is the number of game symbols. Thus, for a sub-grid of size L×K cell N can be a multiple of L and M is a multiple of K.

In the exemplary FaceFace, the sub-grid can be similar to the cage concept in KenKen (e.g., cages can be contiguous sets of cells forming arbitrary shapes such that they partition the N×N grid). Cages can be connected subset of cells in the grid, much like cages can be defined in the KenKen game. Cages can be referred to as a special sub-grid.

FIGS. 14A and 14B provides illustrations of comparisons of the exemplary FaceFace and the prior art KenKen, and display the cages and constraints in a 4×4 grid, where cages 1400 can be delineated by dark black lines. For example, FIG. 14A shows an exemplary solution of a possible KenKen game noting that the constraints at the cages are not shown. FIG. 14B shows an exemplary one-to-one mapping of numerals similar to the KenKen game in FIG. 14A. The mapping can be, for example, “1” of KenKen→ ←“left eye” of FaceFace, “2” of KenKen→ ←“right eye” of FaceFace, “3” of KenKen→ ←“nose” of FaceFace, “4” of KenKen→ ←“mouth” of FaceFace. The cage constraints can be shown with partial gestalt faces. Note that on the top right corner, the face gestalt constraint includes multiple uses of the game symbol “mouth” (or numeral 4 in FIG. 14A). The multiplicity can be indicated by having the number “2” next to the “mouth” in the cage gestalt figure. The exemplary systems, methods and computer-accessible mediums may not provide such information (e.g., the player may have to consider either two “right eye” game symbols or two “mouth” game symbols as possible solutions for the cage). The solution can also include a read scenario; multiplicity zero is allowed and the player may also have to consider solutions with three “mouth” game symbols or three “right eye” game symbols in the cage. The multiplicity of the game symbols can also be provided and color coded. For example, the “mouth” game symbol can be shown in color red, while the “right eye” can be shown in regular black color indicating a multiplicity of one.

Exemplary Game Symbols

In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the configuration of 2 can further comprise N game symbols that are drawings representing some object part of a gestalt figure. N can equal 4, and the four game symbols can have drawings representing a “mouth”, “left eye”, “right eye”, and “nose”, as they are object parts of a “face” object (FIGS. 2A-2D) or “face” gestalt figure. The gestalt figure can include the concept of “partial gestalt figure” where not all object parts are shown (e.g., not all game symbols are shown). Humans can still recognize the figures, and the game can be more interesting (see e.g., FIGS. 2E-2G). The exemplary concept of the outline of a face can be already given. Therefore, one can have, for example, a picture or drawing of an animal (e.g., a “bear”) to start the game and the game symbols can be pieces of clothes or tools that the “bear” wears, similar to the game called “dress the bear” (See e.g., references [8] and [9]). Examples can include game symbols such as a “shirt”, “hat”, “trousers”, and a “hammer” to fill the gestalt “bear” picture. Again, a bear with a “shirt” and a “hat” is a semi-dressed bear that can be easily recognized. Players can also know which game symbols, or pieces, are missing giving a partial gestalt figure, and a list or “vocabulary” of game symbols. Each game symbol can be inscribed in equal size rectangles of a predefined length and width, typically these rectangles are squares (e.g., length=width), although not limited thereto.

In FaceTetro and FacedokuTetro, the game symbols can be very different from the tetrominos shapes used in Tetris. The game symbols here can be all presented within one equal shape (e.g., a rectangle). The difference from one rectangle to another is the content which can be an element of the gestalt figure. In Tetrominos, the difference from one shape to another is the shape itself, and not elements of any gestalt figure.

Exemplary Gestalt Figures Display in Rows and Columns

In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the configuration can further comprise a display for the gestalt figures which can correspond to the rows and columns. The display corresponding to a column and row can be placed on the right side of the rows grid and below the bottom of the columns grid (FIG. 5A, FIGS. 17A-17C, FIGS. 22A-22F). In addition, as seen in FIGS. 15A and 15B, the column can have gestalt figures to be displayed on top of the columns grid. As shown in FIG. 5C, the row of gestalt figures can be displayed on the left hand side of the grid. Note that an outline of the face is placed next to columns and rows before any of the game symbols are added to it.

Exemplary Gestalt Figures Display in Sub-Grids

Further, in Facedoku, FacedokuTetro and FaceTetro, a display of a sub-grid gestalt figure can be provided in FIG. 8A. The exemplary displays of the gestalt figures can be seen in FIG. 8C. For example, when the game cells display the game symbols on them, it can be less confusing to not show the gestalt figures corresponding to the sub-grid of Facedoku (FIGS. 9A and 9C), in FaceTetro, (FIGS. 20B and 21A-21D), and in FacedokuTetro (FIGS. 22A-22C). When the game cells do not display the game symbols, the gestalt figures corresponding to the sub-grids can be shown (e.g., Facedoku of FIGS. 8A-8C). In addition, FaceTetro (examples shown in FIGS. 21A-21D), and FacedokuTetro (examples shown in FIGS. 22D-22F). There are likely no such gestalt figures in Tetris, Drop7, Sudoku, nor KenKen.

In FaceFace, a sub-grid can be similar to what is known as a cage in the game of KenKenA display of a cage gestalt figure of one exemplary embodiment of the present disclosure as shown in FIGS. 14A and 14B. In case where there are multiple game symbols associated to a cage, it is possible to select whether to reveal such information. Where the exact multiplicity is not revealed, the gestalt figure in a cage displays the game symbols that cannot be placed in the cage. In this exemplary manner, the multiplicity is not specified. Another exemplary way not to reveal the multiplicity is to create an interface only allowing the user to place game symbols that are allowed, no matter what the multiplicity is. (See FIGS. 16A and 16B). Where the exact multiplicity is displayed, gestalt figures are colored with different colors according to their multiplicity. Game symbols that appear once are shown in black and game symbols that are shown twice are shown in red. Multiplicity can be indicated two by simply writing the numeral “2” under the game symbol. Typical games do not have more than a multiplicity of two, but the extension for higher multiplicities is straightforward.

Exemplary Display of multiple game symbols

In addition, with Facedoku, FaceFace, and FacedokuTetro, multiple copies of a game symbol can be placed along a row, column or sub-grid. Such multiplicity will not allow a player to complete the puzzle, with the exception of some cages in FaceFace. In FaceFace, one can have as the true solution a multiplicity within a cage, as long as it is not along the same row or same column. When multiple copies of a game symbol are made where they are not allowed, an indication of such a mistake can be provided to the user. In FacedokuTetro, and similarly for Facedoku and FaceFace game, an angry face can be displayed on the gestalt figure corresponding to the multiple copies of a game symbol.

FIG. 24A shows an exemplary game symbol “right eye” falling on to the playing field. In FIG. 24B, it is placed on the fourth column and first row, cell (4,1). Note that there was already the same game symbol along the row. Exemplary gestalt figures displaying “angry” faces are shown in the first row and a sub-grid corresponding to it, where multiple game symbols “right eye” are placed. The 4^(th) column gestalt figure does not contain multiple games symbols, and thus displays the corresponding gestalt figure with a game symbol “right eye”. Similarly, one can display angry gestalt figures for the games of FaceFace and Facedoku.

For example, an “undo” button can bring the game to its previous state before the game symbol was placed (e.g., in Facedoku and FaceFace, the player can then choose another game symbol and in FacedokuTetro, another game symbols falls to the playing field). In FacedokuTetro, the exemplary game can also end when such a mistake is made.

In FaceTetro, multiple copies of the game symbol can be allowed and can be part of the game. In this case, one must resolve how to display the gestalt figure corresponding to it. The gestalt figure along a row can simply show all game symbols along a row without displaying the multiplicity.

FIGS. 19A-19C illustrate an exemplary FaceTetro game. For example, a sequence of frames can be seen representing manipulations by the player and updates of the display system, culminating with column two top segments being complete and erased. The top segment of a column can be the largest set of contiguous game symbols in a column, starting from top to bottom, where all game symbols can appear once on the gestalt figure. The top segment of column 2 is highlighted in each frame by a thicker outline 1900. FIG. 19A shows column 2 containing a top column segment made of a “right eye”, “left eye”, and “mouth” game symbols, outlined by a thick outline, and reflected in the display of the gestalt figure. The three game symbols below the “mouth”, namely a “right eye”, “mouth”, and “nose”, are not part of the top column segment. As such, there is no “nose” shown in column two of the gestalt figure. The score of the game is 8 as indicated on top and a new game symbol labeled “nose” is falling into the playing field. Gray cells 1905 can indicate cells that are where a game symbol can land. FIG. 19B shows an illustration which provides that an exemplary new game symbol “nose” can be placed on column two and can now be part of the top column segment, outlined by a thick outline 1900, and reflected on the gestalt figure associated with column two. The gestalt figures corresponding to this new game symbol, “nose”, can be updated accordingly. On column two, all cells are occupied 1905 (e.g., there are no gray cells available). The column top segment of column two is now complete, and outlined in thick line, with four different game symbols yielding a complete gestalt figure as shown on the column gestalt figure. FIG. 19C shows that the column top segment can therefore be erased, and the column gestalt figures can be updated with the new column top segment, which can be made of the three game symbols left in column two. The player scores a point for completing a column top segment, and now the total score is updated to 9 points.

When the multiplicity occurs along a column, the gestalt figure will only display the column's top segment game symbols. The column's top segment can be the largest set of contiguous game symbols in a column, starting from top to bottom, where all game symbols appear once on the gestalt figure. For FIGS. 19A-19C, e.g., there is no multiplicity in a top-segment of a column. When a sub-grid constraint applies with a gestalt figure display, the gestalt figure can show all game symbols without displaying the multiplicity (similarly to the row case).

Exemplary Updating Gestalt Figures

In Facedoku, FaceTetro and FacedokuTetro, each time a game symbol is placed in a cell, the corresponding gestalt figures must be updated with the game symbol. The game symbol is simply added to it. (See FIGS. 5B, 8B, 15B, 19B, 22C, and 22F). In FaceFace, the gestalt figures along rows and columns can be updated with the game symbol placed on the cell. Updating the gestalt figures in the cages can require consideration of special cases where multiple game symbols are allowed in a cage.

Each time a cell is updated with a new game symbol, the gestalt figure displaying the constraints needs to be updated. FIGS. 15A and 15B show the cage gestalt figure representing the game symbols that are allowed in the cage (e.g., without indicating the multiplicity.) Thus, after adding a game symbol to the cage, the game symbol can be automatically removed from the cage gestalt figure. If, however, due to multiplicity the game symbol is still allowed in the cage to be placed in some other cell, then the cage figures can simply not be modified after this game symbol is still allowed in the cage. If the gestalt figure represents the game symbols that are not allowed, the same procedure can result except instead of the removal of game symbols, there is the addition of game symbols.

The multiplicity can be represented by colors, where “red” represents multiplicity two and “black” represents multiplicity one. In this case the first game symbol just placed in a cell that has multiplicity two in the cage will have its displayed color on the gestalt figure changed from “red” to “black”, indicating one game symbol is already played. If the game symbol is placed again on another cell of the same cage, then the game symbol can removed.

Exemplary Revealing Cell Values

In Facedoku, FaceFace, FacedokuTetro and FaceTetro, there can be an option to reveal the game symbol from each cell that contains a game symbol. Where the game is revealed (FIGS. 9A-9C for Facedoku), (FIGS. 17A-17C for FaceTetro), and (FIGS. 22A-22C for Facedokutetro). The player “clicks” on a cell that has a game symbol in it, but is not revealed, and the game symbol icon associated with the cell, and displayed on the bottom of the display screen, becomes highlighted.

FIGS. 7A and 7B show two possible exemplary game symbol interfaces. FIG. 7A shows exemplary game symbols displayed at the bottom of the game. The player can select a cell and select one of the game symbols to place at the chosen cell. If the cell already contains a game symbol, it will be highlighted on the corresponding icon of the display. FIG. 7B shows an exemplary popup menu displayed each time the player clicks on a cell and can also highlight a game symbol if there is one present in the selected cell.

Exemplary Cell labels

Exemplary cells can carry two exemplary sets of labels, one set of labels can be “empty” or “occupied”, and another set of labels can be “editable” or “non-editable”. A cell can only take one label from each set. Labels can include “empty” (e.g., at any time where no game symbol is placed it is labeled empty or labeled “occupied” (e.g., at any time in a cell where a game symbol is placed is labeled occupied, although not limited thereto. Set can be labeled “editable”. At any given time in a cell where a game symbol can be placed, it can be labeled editable. This can include cells labeled “empty” or “occupied”. If a cell is labeled “occupied” and “editable” at a given time, it means this cell already has a game symbol in it (e.g., “occupied”) and, at this time, one can replace it by another game symbol (e.g., “editable”). If a cell is labeled “empty” and “editable”, at a given time, it means this cell does not have a game symbol in it (e.g., “empty”) and, at this time, one can place a game symbol in it (e.g., “editable”). A cell can also be labeled “non-editable”. At any given time, a cell where a game symbol cannot be placed is labeled “non-editable”. This can include cells labeled “empty” or “occupied”. If a cell is labeled “occupied” and “non-editable” at a given time, it means this cell already has a game symbol in it (e.g., “occupied”) and, at this time, one cannot replace it by another game symbol (e.g., “non-editable”). If a cell is labeled “empty” and “non-editable” at a given time, it means this cell does not have a game symbol in it (e.g., “empty”) and at this time, one cannot place any game symbol (e.g., “non-editable”). Thus, there can be four possible label configurations for each cell. However, some games described here may not have cells with some of the label configurations.

In FaceFace, only two pairs of labels can be considered, “empty” and “editable”, and “occupied” and “editable”. Cells labeled “empty” and “editable” can also be called “available” since the cells are available to receive a new game symbol. Cells labeled “occupied” and “editable” occur where game symbols placed get the label “occupied” and “editable”. They can have the game symbol changed, typically because a player made a mistake and wants to modify the game symbol in it. These cells can be labeled as “occupied” and “editable” or simply as “occupied”. Thus, all cells labeled “available” in FaceFace are can also be labeled “empty”, and all cells labeled “occupied” can also labeled “non-editable”. (See FIGS. 15A and 15B).

In Facedoku, three pairs of labels can be considered, (i) “empty” and “editable”, (ii) “occupied” and “editable”, and/or (iii) “occupied” and “non-editable”. This means that the pair of labels “empty” and “non-editable” does not apply in the game of Facedoku. The first two pairs of labels can be the same as in the game of FaceFace, already described above. At the beginning of the game, some cells are already labeled “occupied” with a game symbol in it. They are hints for the player to start the game, which can be similar to the digits provided in Sudoku at the start of the game. These cells with hints labeled “occupied” at the beginning of the game, can also be labeled “non-editable” since these are game symbols that are not to be replaced. These cells can be referred to as “hints”. Cells labeled “hint” can be colored in dark gray, cells labeled “occupied” can be colored light gray, and cells labeled “available” can be colored white. (See FIGS. 8A-8C).

In FaceTetro and FacedokuTetro, labels “occupied” and “editable” are not used. Instead, labels of “empty” and “non-editable” are used. Three pairs of labels are considered, (i) “empty” and “editable”, (ii) “occupied” and “editable”, and (iii) “empty” and “non-editable”. Cells labeled “empty” and “editable” can be referred to as “available”. Cells labeled “empty” are all cells in the grid that do not contain a game symbol in it. The set of cells that are labeled “available” are the cells labeled “empty” and if a cell labeled “occupied” exists in the column and is not the top cell, than the cell on top of it is labeled “editable”, or if no cell is labeled “occupied” in a column, then the bottom cell of a column is labeled “editable”. (See FIGS. 17A-17C; 19A-19C). Note that columns whose Mth element (e.g., top element) is labeled “occupied” will have no cells labeled “available” (FIG. 19B), otherwise, columns will have one and only one cell labeled “available.”

As the game progresses, cells where game symbols are placed can get the label “occupied” and they cannot be modified. Thus, cells that are labeled “occupied” can be ‘non-editable”, just like in Tetris and Drop7. These cells can be referred to as “occupied” and “non-editable”, or simply as “occupied” (e.g., label “non-editable” is omitted) when referring to these cells. Note that here the meaning of the label “occupied” is different than in the games of Facedoku or FaceFace, since there, they are “editable” while here they are “non-editable”.

FIGS. 23A and 23B show an exemplary FacedokuTetro game with the sequence of two frames representing a game ending successfully. For example, the cells labeled “not-available” (or “empty” and “not-editable”) are no longer present. as no game symbol can be placed in them. Cells 2300 colored dark gray are “occupied” and “not-editable” as they contain a game symbol in them. Cells 2305 colored light gray are “available” as they are labeled “empty” and a game symbol will land in them if placed in their column. In FIG. 23A, there is only one cell labeled “available” left to be filled, (4,3), and a game symbol “right eye” is falling to the playing field. Note that there are no “empty” and “non-editable” cells at this point in the game. FIG. 23B shows the symbol falling in cell (4,3) and all gestalt figures corresponding to the rows, columns and sub-grids are successfully completed. The game ends and the player wins.

Cells labeled “empty” and “non-editable” can be referred to by the label “not-available”. These cells are “empty” at a given time, and at that time, they cannot host a game symbol. They are all cells in a column above the cell labeled “available”.

In FaceFace, only two pairs of labels are considered, “empty” and “editable”, and “occupied” and “editable”. Cells labeled “empty” and “editable” can be referred to by a new label “available” since the cells are available to receive a new game symbol. Cells labeled “occupied” and “editable” can have the game symbol changed, typically because a player made a mistake and wants to modify the game symbol in it. These cells can be referred to as “occupied” (e.g., the label “editable” is omitted when referring to these cells). Thus, all cells labeled “available” in FaceFace are also labeled “empty”, and all cells labeled “occupied” are also labeled “non-editable”. (See FIGS. 15A and 15B).

In Facedoku, three pairs of labels are considered, (i) “empty” and “editable”, (ii) “occupied” and “editable”, and (iii) “occupied” and “non-editable”. This means that the pair of labels “empty” and “non-editable” does not apply in the game of Facedoku. The first two pairs of labels are the same as in the game of FaceFace, already described above. The third pair of labels labeled “occupied” and “non-editable” are already labeled “occupied” with a game symbol in it. They are hints for the player to start the game with and can be very similar to the digits provided in Sudoku at the start of the game. These cells with hints labeled “occupied” at the beginning of the game are also labeled “non-editable” since these are game symbols that are not to be replaced. In Facedoku these cells can be referred to by the label “hint”. As shown in FIGS. 8A-8C, cells labeled “hint” can be colored in dark gray, cells labeled “occupied” can be colored light gray, while cells labeled “available” can be colored white.

FIGS. 10A-10K show an exemplary Facedoku game of face gestalt figures in a 4×4 grid of cells with sub-grids of 2×2. Here cells 1000 marked “available” are colored with the same gray value of the background. Cells 1005 that are initially marked “hint” (and not editable) are colored with a lighter gray value. When an “available” cell 1010 is labeled “occupied” (and editable), the cell is colored dark gray. Note that ten (10) cells are still marked “available” and therefore it will take 10 steps to complete the game assuming that in every step a correct game symbol is placed in an “available” cell, turning “available” cells into “occupied” cells. FIG. 10A shows an exemplary face gestalt figure of row 1 indicating that cell (1,3), row 1 and column 3 has a label of “available,” and according to the gestalt figure of row 1, it can only take the possible game symbols “right eye” or a “nose.” It cannot be a “right eye” according to the gestalt figure of column 3, so it must be a “nose”, and thus, the first action is taken to place the game symbol “nose” at the cell (1,3), updating all three gestalt figures associated to the cell (1,3) and marking the label “occupied” to the cell. The label “occupied” (and editable) is now shown in dark color. The player can distinguish “hint” and not editable cells created at the beginning of the game, colored in light gray, from “occupied” and editable cells due to the player action during the game (colored in dark gray).

FIG. 10B shows an exemplary gestalt figure of the sub-grid associated with cell (1,2) to be completed. For example, the only “available” cell in the sub-grid is cell (2,4) and thus, it should be a “left eye” game symbol. The gestalt figures associated with the cell (2,4) are updated and the cell is now marked “occupied” and “editable”, coloring it with a dark gray value. As shown in FIG. 10C, for the gestalt figure of row 1 to be completed, a game symbol “right eye” should be placed at the only marked “available” cell in row 1, namely cell (1,2). Thus, the gestalt figures associated to the cell (1,2) can be updated and the cell can now be marked “occupied”, coloring it with dark gray. In FIG. 10D, for the gestalt of column 4 to be completed, a game symbol “nose” must be placed at the only marked “available” cell in column 4, namely (4,4). Thus, the gestalt figures associated with the cell (4,4) can be updated and the cell can now be marked “occupied”, coloring it with dark gray. As shown in FIG. 10E, cell (2,1) is marked “available”, and can be a game symbol “right eye” or “mouth”, according to the gestalt figure of column 1. However, the exemplary gestalt figure of the sub-grid associated to the cell (2,1) indicates that it cannot be a game symbol “right eye”, so cell (2,1) must be occupied by the game symbol “mouth”. Thus, the exemplary gestalt figures associated to the cell (2,1) are updated and the cell is now marked “occupied”, coloring it with dark gray.

In FIG. 10F, for the gestalt figure of row 2 to be completed, the only cell marked “available” along the row, cell (2,2), should receive the game symbol “nose”. Thus, the exemplary gestalt figures associated with the cell (2,2) can be updated and the cell can now be marked “occupied”, coloring it with dark gray. In FIG. 10G, for the gestalt of column 2 to be completed, the only cell marked “available” along the column, cell (3,2), should get the game symbol “mouth”. Thus, the gestalt figures associated to the cell (3,2) can be updated and the cell can now be marked “occupied”, coloring it with dark gray. In FIG. 10H, for the gestalt of column 1 to be completed, the only cell marked “available” along the column, cell (4,1), should get the game symbol “right eye”. Thus, the gestalt figures associated with the cell (4,1) can be updated and the cell can now be marked “occupied”, coloring it with dark gray.

In FIG. 10I, for the gestalt figure of row 3 to be completed, the only cell marked “available” along the row, cell (3,3), must get the game symbol “left eye”. Thus, the gestalt figures associated to the cell (3,3) can be updated and the cell can now be marked “occupied”, coloring it with dark gray. In FIG. 10K, for the gestalt of row 4 to be completed, the only cell marked “available” along the row, cell (4,3), must get the game symbol “mouth”. Thus, the gestalt figures associated to the cell (4,3) can be updated and the cell can now be marked “occupied”, coloring it with dark gray. The game is finally completed as all gestalt figures are completed. Of course, all cells are now marked with the label “occupied”. The light gray cells indicate that they were at the label “occupied” at the beginning of the game.

In FaceTetro and FacedokuTetro, the pairs of cells labeled “occupied” and “editable” are not considered. However, cells labeled “empty” and “non-editable” are considered. Cells labeled “empty” and “editable” can be referred to as “available”. Cells labeled “empty” can be all cells in the grid that do not contain a game symbol in it. The set of cells that are labeled “available”, can be the cells labeled “empty” and if a cell labeled “occupied” exist in the column and is not the top cell, than the cell on top of it is labeled “editable”, or if no cell is labeled “occupied” in a column, than the bottom cell of a column is labeled “editable”. Note that columns whose Mth element (e.g., top element) is labeled “occupied” will have no cells labeled “available” (FIG. 19B), otherwise, columns will have one and only one cell labeled “available.”

Cells where a game symbol is placed get the label “occupied” and they cannot be modified. Thus, cells that are labeled “occupied” are “non-editable”, just like in Tetris and Drop7. These cells referred to as “occupied” and “non-editable” can be simply referred to as “occupied”. Note that here the meaning of the (abused) label “occupied” is different than in the games of Facedoku or FaceFace, since there, they are “editable” while here they are “non-editable”. Cells labeled “empty” and “non-editable” can be referred to as “not-available”. These cells are “empty” at a given time, and at that time, they cannot host a game symbol. They are all cells in a column above the cell labeled “available”.

Exemplary Sequence of Game Symbols

FaceTetro and FacedokuTetro are, e.g., games comprised of a random sequence of game symbols that can fall down a playing field, similar to Tetrominos shapes falling down a playing field in the popular game of Tetris, and more recently numbers falling in the game of Drop7. At any time in the game, only one game symbol falls into the playing field until it is placed such that another game symbol can then start to fall the playing field.

A portion of the playing field can be partitioned in columns whose width is the same as each game symbol width. Thus, each column can contain many game symbols, one on top of the other. There are N columns and N game symbols to compose a complete gestalt figure. The height of each column can be made of M cells.

Exemplary Mechanism to Select and Manipulate A Game Symbol

In Facedoku and FaceFace, the player can select a game symbol from the N game symbol options. FIGS. 7A and 7B show two exemplary illustrations which can be used for Facedoku. Similar mechanisms can be provided for FaceFace.

FIGS. 16A and 16B illustrate an exemplary FaceFace game with a 4×4 grid. The constraints can be displayed through limiting the use of game symbols in a cage. FIG. 16A shows an exemplary configuration of the FaceFace game with all game symbols listed below. FIG. 16B shows the player attempting to place a game symbol at cell (4,1), displayed in light gray. The cage constraint only allows game symbols “nose” or “mouth” to be played, and the constraint can be displayed by “inhibiting” the other game symbols from use (e.g., the bottom of the grid), only allowed game symbols are still highlighted. This way of presenting the cage constraints can provide essentially the same or similar form of information of the game as in FIGS. 15A and 15B. Multiplicity zero is possible (e.g., to let the player know that game symbols highlighted do not mean the game symbols must be played, only that it is allowed to be played). The only difference between this display choice and all the others above is that with this display mechanism, the player does not have simultaneous access to all cage constraints. The player has to choose a cage to see the cage constraints. One can combine this mechanism with the presence of the cage gestalt figures.

In FaceTetro and FacedokuTetro, a sequence of game symbols fall into the playing field such that game symbol to be played at any given time is not chosen by the player, but rather it is generated by the game itself. The player can manipulate the given game symbols via translation of the game symbol, and for some pieces, flipping is allowed. For example a “left eye” game symbol can be flipped to become a “right eye” game symbol, and vice-versa. A “left ear” can be flipped to become a “right ear” and vice versa.

FIGS. 18A-18E illustrates another exemplary FaceTetro game showing a Sequence of frames representing manipulations by the player, and updates of the display system, culminating with a row being complete and erased (e.g., the second one, on top of the base row). For example, the grid itself is not displayed for clarity of the presentation. In addition, multiple copies of a “mouth” game symbol are placed along the first row by a player. The gestalt figure along the row does not display such multiplicity, instead it can show all game symbols along the row as if they appear once. FIG. 18A shows an exemplary new game symbol “right eye” starting to fall (from top right) into the playing field. At this moment of the game the player has scored 3 points as shown on top of the game. FIG. 18B shows the game symbol is falling into the playing field, and it has been translated all the way to the first column. FIG. 18C shows that the player “flips” the game symbol into a “left eye”. The player has a button that can flip game symbols that are allowed to be flipped. FIG. 18D shows the “left eye” game symbol finally landing on the first column, on top of the game symbol “mouth” and the gestalt figures associated to this position are updated. Consequently this row is complete, as one can see the gestalt figure associated to this row is complete, all game symbols associated to the gestalt figures are present along this row, namely from left to right are the game symbols “left eye”, “nose”, “right eye”, and “mouth”. FIG. 18E shows that the complete row can be erased before the row gestalt figure becomes empty, and all column gestalt figures can be updated. The player scores a point, and now the total is 4 points. The cells on rows above fall one row and a new row on top can be added so that the game is always played with a fixed number of rows. In the example shown there are a total of seven rows (the number of gestalt figures displayed on the right hand column.)

According to the above exemplary description, the flip can mean a horizontal flip (e.g., to apply mirror symmetry with respect to an imaginary vertical line placed on one side of the rectangle (square) box containing the game symbol). These operations of translation and flipping can be similar to the ones in Tetris. Similar to Tetris one can use left and right arrow key buttons to allow the player to control translations of one column, translation per key pushed, and a “flip” button to allow flipping. In some exemplary variants, the player can also delete game symbols that fall into the playing field, and if there is a score mechanism, the player should pay some penalty to use the delete button.

In FacedokuTetro, when the deletion or undo operation is not allowed in the game, the sequence of game symbols falling down into the playing field must be exactly N² (square of N) game symbols. Note the sequence of N² game symbols does not have to contain exactly N copies of each game symbol, since as described above, some game symbols can become a different game symbol under “flipping” (e.g., the player can transform a “right eye” into a “left eye” or a “right ear” into a “left ear” as the pieces are falling into the playing field).

Exemplary Mechanism to Place Game Symbols And Update The Gestalt Figure

In Facedoku and FaceFace, the player can select a cell labeled “available” to place a game symbol. Then, the player can select a game symbol from the list of N game symbols. As described above, if the cell labeled “available” is also labeled “occupied” (e.g., if there is a game symbol already there), such game symbol will be highlighted in the set of N game symbols displayed for use. The player can select another game symbol to replace it.

In FacedokuTetro and FaceTetro, each time a new game symbols fall into the playing field, the player can manipulate the game symbol with translation (e.g., flipping or deletion). The player must make a decision where to place the game symbol by moving the piece to a selected column. The game symbol simply falls down the column and lands on top of the lowest possible cell, the cell labeled “available” in the column, if a cell labeled “available” exists. For example, if a column does not have a cell labeled “available”, then it may not be possible to have the game symbol placed there. In addition, the game symbol that just felt in a column will become the top game symbol of the selected column. The cell above, if it exists (there are only M cells in a column), becomes the new labeled “available” cell in the column. So at any time in these games, there is at most N cells labeled “available” (e.g., there is one cell on top of each column), except there are no cells labeled “available” if the top cell in a column is the M^(th) cell. In the FacedokuTetro game, e.g., M=N.

Exemplary Erasing Complete Rows Or Erasing Complete Column Top Segments Or Erasing Top Sub-Grids, And Scoring A Point.

In FaceTetro, each time a row is completed, it can automatically be erased, and a point can be scored. A complete row can be a row composed of all different game symbols that form a complete gestalt figure, thus composing a complete gestalt figure along the row. (See FIGS. 18A-18E). In FIGS. 18A-18E, e.g., the bottom row has game symbols placed at each entry, but it is not a complete row as there are two “nose” game symbols and there is no “left eye” game symbol (e.g., the gestalt figure associated with the row (shown on the right side of the frame) is not complete. Erasing rows has resemblance to the game of Tetris but here a concept of complete is specific for the gestalt figures while in Tetris complete simply means filled in.

Each time the column top segment is complete, the player scores a point, followed by the column top-segment getting erased and a new column top-segment is automatically computed (possibly an empty one). The new gestalt figure can reflect the new column top-segment. The column top segment can be complete if all game symbols in it complete a gestalt figure. It can be equivalent to say that when a complete gestalt figure associated to the column is created, the column top segment is erased and a point is scored. (See FIGS. 19A-19C).

In one variant of the game, each time a sub-grid is complete, the player scores a point, followed by the sub-grid getting erased. The sub-grid can be pre-defined, as in the game of Facedoku (FIGS. 21A-21D), or dynamically evaluated (FIGS. 20A-20D) and then the set of possible sub-grids to be considered is much larger (all possible translation of the sub-grid translated in the grid). One only needs to evaluate the sub-grids that include the cell where the last placement of a game symbol occurred since it is the only sub-grids that have changed and thus can now be complete and erased.

Exemplary Termination of The Game

In FaceTetro, the game can terminate (ends) when a piece is placed on top of a column where the maximum height is already reached. The maximum height (or maximum number of rows allowed) in the playing field can be M, and can be predefined and can vary according to the media one plays on, and its screen size. Larger screen sizes can accommodate for a larger number of rows or a larger maximum height. As seen in FIGS. 19A-19C and FIGS. 20A-20C, according to one exemplary embodiment, the maximum height can be seven (M=7), which can be the number of rows or number of gestalt figures displayed in the right hand side.

In Facedoku and FacedokuTetro, the game can terminate (ends) when all cells of the grid are filled (not one cell is left with the label “empty”). The game is successfully completed (thus called a puzzle) if all gestalt figures associated to all N rows, N columns, and if applicable all N sub-grids, are complete. Thus, the final configuration of the game is a N×N grid containing one and only one type of game symbol per column, and one and only one type of game symbol per row, and if applicable, one and only one type of game symbol per sub-grid. (See FIGS. 23A and 23B).

In FaceFace, the game can terminate (ends) when all cells of the grid are filled (not one cell is left with the label “empty”). The game is successfully completed (thus called a puzzle) if all gestalt figures associated with all rows, columns are complete while the constraints at the cages are satisfied.

Exemplary Time, Speed, Scores And Measuring Difficulty of Playing Games

All games described above can be made of successive placements of game symbols in the grid. Each placement takes time as the player must choose where to place the game symbol, and in some cases, the game symbols fall to a playing field, which also takes time. A measurement of performance of a player is therefore how long a player takes to complete the task for each of these games.

In Facedoku, FaceFace, and FacedokuTetro, a score can be just the inverse of the time it takes to complete these games (and the higher the score the better). In FacedokuTetro and FaceTetro, the speed in which a game symbol falls the playing field implies a level of difficulty. The faster a game symbol falls, the harder it is to make a good decision on what to do with the game symbol (e.g., the harder it is to decide to which column to move the game symbol, or to apply a flip or not to the game symbol (if possible), or to delete or not the game symbol (if possible)). Tetris has such a mechanism to increase the speed in which the Tetraminos fall the playing field to make the game more difficult.

In FaceTetro, exemplary scores can be achieved when a row gets completed (and erased), when a top segment of a column gets completed (and erased) and if applicable, when a sub-grid gets completed (and erased). Therefore, as the speed of the game symbols falling in the playing field increases, the harder it is score (or the faster the player has to make a decision where to place the game symbol the harder is to make a good decision).

In FacedokuTetro, there is a sequence of exactly N² game symbols to fall the playing field when the game does not include the option to delete a game symbol that is falling. For example, the game exhibits different levels of difficulty according to different sequences of N² game symbols. An empirical study can be carried out to evaluate the difficulty of each sequence of N² game symbols with N different game symbols. Alternatively, it can be possible to evaluate, for each play, a measure of difficulty at each time. Each cell labeled “available” can allow a small set of game symbols to be placed. The allowed set can be made of game symbols that are not multiples along rows, column and sub-grid (if applicable). The union of all sets of labels coming from the cells labeled “available” can be the set of allowed game symbols at each play. Note that some game symbols can show up on multiple allowed sets of various cells labeled “available”. One can then assign the difficulty playing a game symbol according to how many cells are labeled “available” in the set of allowed game symbols. The more cells labeled “available”, the easier is to place it. A game is thus difficult or easy if the sequence of game symbols produced is taken from examining how difficult or easy each play is. If all game symbols are selected based on the most difficult game symbol for each play, the game is considered difficult. This exemplary method can be expanded to evaluate a predefined sequence of plays, invoking probability calculations to what a player may do given a game symbol falling to the playing field.

In FacedokuTetro, a specific sequence of N² game symbols can be given. For example, the player has the option to place all the game symbols on the proper columns (to land on the cell “available”) to complete the game. Instead, the player can arrive in the middle of the game with a configuration that for the next game symbol there is no play to make that will lead to a possible solution. In this exemplary case, no matter where this new game symbol is placed, it will cause an “angry face” to appear (FIGS. 24A and 24B). In one variant of the FacedokuTetro game, the player would play the game again, with the same specific sequence of N² game symbols. Now the player can remember the previous game and determine a way to play to avoid getting into the impossible situation as before. The player plays again, and if a situation occurs again, a new chance is given. So in this variant of FacedokuTetro, while playing the same specific sequence of N² game symbols several times, the player can learn what a solution of the puzzle can be. The challenge of this variant of FacedokuTetro is to learn how to play this specific sequence of N² game symbols. The score can be based on the number of times the game must be played in order for the player to get a good placement of the sequence of N² game symbols. The more games are needed the worse the score is.

Exemplary Multiplayer

In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, the score of a game facilitates a player to know if the player is improving his ability to play the game by tracking his own score. In such exemplary games, different players can compare their performances, and thus have the game to be played with multiple participants. Alternatively or in addition, a unique game can be played by several players one against each other. For each round, one player plays a game symbol. In FaceTetro, whoever places the last game symbol to complete a row or column top segment or sub-grid (if applies) scores the corresponding point. In Facedoku, FaceFace, and FacedokuTetro, a player scores a point if the placement of the game symbol is valid. Thus, if one player makes a mistake, the game symbol is not placed (it is deleted from the game) but the player does not score a point. An extra score is made for the player to make the final placement of a game symbol that completes the puzzle. Additionally, and as an option, the players can have a limited time to make a play.

One possible exemplary rule to add is similar to that of the game “Wheel of Fortune”. If the player makes a good play, the player is given another chance to play. A good play is the one in which the player scores a point. It is also possible to reduce the time for each consecutive play, so that it gets harder and harder to make good decision, as a player scores consecutive points. In this exemplary way, the games can be played with friends at home, on physical devices, on a television shows similar to “Wheel of Fortune”, or on the Internet via software and computer devices. It is also possible for games to be played on social networks.

Exemplary Multiplayer Bingo

In Facedoku, FaceFace, FaceTetro, and FacedokuTetro, it is possible play these games with one separate grid for each player. Each player can play his/her own grid, independent of the other player's grid. This Bingo version starts with each player being given an initial grid.

In Facedoku and FaceFace Bingo, each player's initial grid can be different, but to be fair it is reasonable to provide all with the same degree of difficulty. The criteria of Sudoku can be used where one can use the number of revealed cells as a measure of difficulty and the required methods needed to solve the puzzle. The fewer logic rules are needed to solve a puzzle, the easier it is. In Facedoku and FaceFace, all cells that are labeled “occupied” can also not be “editable”. Once a game symbol is placed, no changes are possible.

In FaceTetro and FacedokuTetro Bingo, the game symbols falling into the playing field are the same for all players, and it is the choice of each player which column to let them fall that will allow players to solve the FacedokuTetro puzzle faster or to score more points in the FaceTetro game. At each time step of the global game the following exemplary procedure could take place:

a. A game symbol is randomly selected and announced to all players.

b. A limited and agreed on time is then allotted for each player to select a cell in their respective grid (or game), and place the game symbol.

c. During the allotted time, each player chooses one cell in their grid. Note that for FacedokuTetro and FaceTetro, the choice is for a column, but for each column only one cell will receive the game symbol. So one can refer to this procedure as selecting a cell. If a correct cell was selected for the placement of the game symbol announced, the gestalt figures are updated accordingly. If the player did not select a cell, or if the cell selected did not allow the game symbol announced, the game is not updated (the game symbol is deleted). Note that here all cells that have a game symbol placed cannot be modified (e.g., cells labeled “occupied” are all also labeled “not-editable”). Thus, a player may not be able to place a game symbol if all cells containing the game symbol announced are already occupied.

Steps a,b,c can be repeated until a termination point (either time expires or a player completes a puzzle). For example, FaceTetro is not a puzzle to be completed so it can terminate when time expires and the player with highest scores wins.

In Facedoku, FaceFace, and FacedokuTetro, in a N×N matrix game and N game symbols, each symbol should be announced at least N times (minus the number of starting values) in order to complete all the gestalt figures, since each game symbol is placed at N cells to complete Facedoku game. In one exemplary variant, once a game symbol is called the minimum number of times, it will not be called again. In this exemplary case, after all game symbols have been drawn N times (minus the number of starting values), the winner or winners of the game are the ones that revealed more cells. In another exemplary variant, game symbols can be called as many times as needed until the first player (or first players) complete their respective grid. In this case, it is possible that after repeated game symbol announcements, there are no more cells to place a game symbol in a player's grid game. Note that each player is playing a different instance of a game, so one cannot copy the solution from the other player, as the solutions can be different.

In FacedokuTetro, it is possible to copy the other player, although exactly copy would be made of all the same moves. As such, this is not a good game to cheat at. These games are inspired by, e.g., bingo, but are different games from bingo. Not only because the game symbols are drawings, and not numbers, but because each step of the game requires a player to resolve one step of the puzzle-like game. In Bingo, at each step, the player simply verifies if a symbol is present or not on the player's card. Thus, the question at each game symbol announcement is not whether the game symbol can be placed on each of the player's grid, but rather if a player is fast enough (within the given limited and agreed time) to find a valid cell where to place the game symbol.

Exemplary Multiple Feature Display

Different game symbol drawings can be provided to represent the same symbol. For example, a “mouth” symbol can be drawn differently (including colored in different ways or any other way a “mouth” can be represented differently), (See FIG. 13A for different drawing representation of some game symbols).

FIG. 13B shows an exemplary game played with different drawings of a mouth and eyes. The row and column gestalt figures considered only one fixed drawing representation of the eyes and mouth. Only the sub-grid gestalt figures utilize the different drawing representation of eyes and mouth. One could also update all gestalt figures according to the cells choice of drawing representation of the game symbol. Note that one would find it more unpleasant to play the game with different drawings of “left eye” and “right eye” as the gestalt figures would mix them.

The exemplary gestalt figures along the row and columns only display a default game symbol, but the sub-grids display the game symbols associated to that sub-grid. One sub-grid can display different pairs of eyes and/or different mouth drawings. These exemplary differences only reflect on the display since for the game to be played and be valid, it makes no difference if the player uses one drawing representation of a “mouth” or multiple drawing representation of a “mouth” to play. Some or all face gestalt figures corresponding to a game symbol can display the drawing representation of the chosen game symbol. In this case, the face gestalt figures associated with a cell where a “mouth” is selected can look different than the face gestalt figures corresponding to another cell where a “mouth” is selected, according to which “mouth” drawings are included.

FIG. 4 shows an exemplary mixing of game symbols from one gestalt figure with game symbols of another gestalt figure, which can produce a set of game symbols that make it difficult to play. For example “left arm” (a5), “two eyes” (a8), “head” (a6), “chair seat” (b2), cannot be combined in a meaningful gestalt figure.

Exemplary Devices

To add a game symbol to a cell, an exemplary mechanism can be provided. (See, e.g., FIGS. 7A and 7B). For example, each time a player adds a symbol in a cell, the exemplary gestalt figures at the row and column (and all other sub-grids) associated with the cell need to be updated with the new symbol. (See FIGS. 5B and 8B). Facedoku can use a mechanism that can make modifications of a gestalt figure originated from game symbols at any time, as well as a mechanism that keeps track of the information of which game symbol is placed at each cell, even if it is not displayed to the player.

In some media, one can also generate animations. In these cases, the innovation for the display of the Faceboku, of displaying gestalt figures to play the game, leads to the possibility that animations on these gestalt figures can be introduced. For example, when the game ends, one can create an animation of all gestalt figures shown on the sub-grids (submatrices) according to the object they represent. If they are “face gestalt figures” they can “smile, if they are full body, they can dance, and so on and so forth according to the animation choice of the animator. Of course, the media must support animations.

Exemplary Software Arrangement and/or Computer Accessible Medium

The mechanisms above can be implemented in software for a computer device by one having ordinary skill in the art of programming with graphical interfaces. This can include the development of applications for iPhone or iPad, Android, Blackberry, Windows Phone, other smart phones, tablets or desktop platforms. One software embodiment of the game can be readily implemented using any Object-Oriented programming language. The following is a description of such an implementation for a 4×4 version of the game.

According to one exemplary embodiment, there can be nine (9) principal classes: Controller, MainView, Block, GridBackground, Cell, Hint, InfoView, SettingsView and GameModel. The Controller class can instantiate the MainView, which can initialize 4 instances of Block, one instance of Grid Background and 8 instances of Hint (4 of which will be the gestalts for the rows, and the remaining, the gestalts for the columns). The MainView can also initialize the GameModel (the class responsible for the game itself), 4 buttons for entering the four symbols in the cells, 1 button for erasing a symbol in an editable cell, 1 button for starting a new game, 1 button for triggering the SettingsView (which allows choosing one between 3 levels of game difficulty: Easy, Medium, Hard), and one button for triggering the InfoView (which explains how to play the game). Each Block can be responsible for instantiating its 4 cells.

FIG. 11 shows a possible exemplary graphical interface for the class MainView. Some cells are initially painted with a color different from the background color of the interface (e.g., light gray), indicating that they cannot be edited (colors of cells are controlled by the GridBackground class). The remaining cells can be marked to be edited by touching them. Once a cell is marked for editing (in which case it appears highlighted, for example, in a white color), a button with a face feature (right eye, left eye, nose or mouth) can be touched/clicked to set the corresponding feature to that cell, after which a color for the label “occupied” is set to such a cell. A color different from the color occupied from the beginning cells (e.g., non-editable cells) and from the background color of the interface (e.g., dark gray) can be set to such cell. A cell marked “occupied”, but not from the beginning of the game, can be a cell that can be edited and have its current associated symbol deleted by touching/clicking the button labeled with an “x”.

Once all cells are completed, the GameModel can verify if the solution is correct. If it is, a message of congratulations is presented to the player. If not, a message that something is wrong with the game is presented.

Exemplary Hardware-Game

The exemplary game can also be provided as an exemplary embodiment that uses a physical device, e.g., with hardware (e.g., one or more processors), that can be purchased in electronic stores. The device could resemble an electronic calculator, with buttons and displays, and possibly with buttons that are also displays. In FIGS. 12A and 12B, two possible exemplary hardware implementations are shown. The interfaces are very similar to the software interface shown in FIG. 11. The device can support both the versions of the game with and without the gestalts for the blocks (see FIGS. 12A and 12B, respectively. There are buttons for setting a new game (“New”), setting the level of the game (“Easy”, “Med”, for Medium, and “Hard”), buttons for setting a feature in a cell and a button for erasing a feature of a cell. In the version with gestalt figures for the blocks, cells should be both buttons and displays, since they have to illustrate exemplary features (or part of features) of the gestalt figure. In the version without the gestalt figures for the blocks, cells can at least be buttons that can change the associated color.

Exemplary Mechanical Systems

Facedoku can be implemented on a physical media as a mechanical system. For example, similar to the TV show “Wheel of Fortune”, where players guess correct letters, physical squares can turn around (turn on) and reveal the chosen “correct” letter. One could play Facedoku in a TV show, where at any time a player guess the correct game symbol for a square all the gestalt figures associated to that square could turn to reveal the chosen game symbol. Also, the selected square can turn a particular color (e.g., gray) to indicate, it has already been played.

An exemplary Facedoku game can also be provided for purchase at regular toy stores using some physical media for game symbols, such as the ones used in the game Scrabble. The player would update the gestalt figures along the row, column and possibly sub-grid. So, each time a game symbol is placed on some squares of the N×N matrix, the square turns some color (e.g., gray) to indicate it has been played, and the player would update all the gestalt figures associated to that square. One could even possibly build a mechanical mechanism to simultaneously update all gestalt figures along a row and a column and on the sub-grid via one move by the player. One can be able to control some of the cells via software, or mechanically one can develop mechanisms to create some simple level of animation, e.g., a “mouth” game symbol can produce a smile by opening it.

Exemplary Paper and Pencil System

Facedoku can be embodied in a paper and pencil setting, and the player may only require some pencil or pen or marker to play the game. The game can be printed with its initial configuration. The player must simply choose a play (update an unoccupied cell with some game symbol), and draw the game symbol at each gestalt figure along the row, column and possibly sub-grid corresponding to the selected cell. Moreover, the player must also mark the cell as occupied. It is possible to mark the occupied cells by drawing on them with a pencil (e.g., turning white into gray). Where sub-grids are also required to host a gestalt figure, then one can mark the cells with a clear dot on the corner of the cells while drawing the game symbol in the appropriate place on the sub-grid. It is also possible to color the cells as light gray colors not to obstruct the drawing of a game symbol over the same cell space. (See FIGS. 7A and 7B). It is further possible for the player to try to draw game symbols on the corners of the square (See FIGS. 6A and 6B).

FIG. 25 shows an exemplary block diagram of an exemplary embodiment of a system according to the present disclosure. For example, the exemplary tool and/or procedures in accordance with the present disclosure described herein can be performed by a processing arrangement and/or a computing arrangement 2510. Such processing/computing arrangement 2510 can be, e.g., entirely or a part of, or include, but not limited to, a computer/processor 2520 that can include, e.g., one or more microprocessors, and use instructions stored on a computer-accessible medium (e.g., RAM, ROM, hard drive, or other storage device).

As shown in FIG. 25, e.g., a computer-accessible medium 2530 (e.g., as described herein above, a storage device such as a hard disk, floppy disk, memory stick, CD-ROM, RAM, ROM, etc., or a collection thereof) can be provided (e.g., in communication with the processing arrangement 2510). The computer-accessible medium 2530 can contain executable instructions 2540 thereon. In addition or alternatively, a storage arrangement 2550 can be provided separately from the computer-accessible medium 2530, which can provide the instructions to the processing arrangement 2510 so as to configure the processing arrangement to execute certain exemplary procedures, processes and methods, as described herein above, for example.

Further, the exemplary processing arrangement 2510 can be provided with or include an input/output arrangement 2570, which can include, e.g., a wired network, a wireless network, the internet, an intranet, a data collection probe, a sensor, etc. As shown in FIG. 25, the exemplary processing arrangement 2510 can be in communication with an exemplary display arrangement 2560, which, according to certain exemplary embodiments of the present disclosure, can be a touch-screen configured for inputting information to the processing arrangement in addition to outputting information from the processing arrangement, for example. Further, the exemplary display 2560 and/or a storage arrangement 2550 can be used to display and/or store data in a user-accessible format and/or user-readable format.

The foregoing merely illustrates the principles of the disclosure. Various modifications and alterations to the described embodiments will be apparent to those skilled in the art in view of the teachings herein. It will thus be appreciated that those skilled in the art will be able to devise numerous systems, arrangements, and procedures which, although not explicitly shown or described herein, embody the principles of the disclosure and can be thus within the spirit and scope of the disclosure. Various different exemplary embodiments can be used together with one another, as well as interchangeably therewith, as should be understood by those having ordinary skill in the art. In addition, certain terms used in the present disclosure, including the specification, drawings and claims thereof, can be used synonymously in certain instances, including, but not limited to, e.g., data and information. It should be understood that, while these words, and/or other words that can be synonymous to one another, can be used synonymously herein, that there can be instances when such words can be intended to not be used synonymously. Further, to the extent that the prior art knowledge has not been explicitly incorporated by reference herein above, it is explicitly incorporated herein in its entirety. All publications referenced are incorporated herein by reference in their entireties.

EXEMPLARY REFERENCES

The following references are hereby incorporated by reference in their entirety.

-   [1] Hayes, Brian, “Unwed Numbers”, American Scientist, Volume #94,     pp. 12-15 (2006). -   [2] http://www.kenken.com/playnow.html -   [3] Raghavarao, D. et al., “Block Designs: Analysis, Combinatorics     and Applications”, World Scientific (2005). -   [4] Street, Anne Penfold et al., “Combinatorics of Experimental     Design”, Oxford U. P. [Clarendon], pp. 400+xiv (1987). -   [5] Knuth, Donald, TAOCP, “Volume 4, Fascicle 0: Introduction to     Combinatorial Algorithms and Boolean Functions”, pp. vi+240,     (Addison-Wesley Professional, April 28) -   [6] http://www.tetris.com/history/index.aspx -   [7] http://areacodeinc.com/drop7/ -   [8] http://www.preschoollearningonline.com/Games/DressABear.html -   [9] http://akidsheart.com/holidays/tbearday/dresstbear.htm 

What is claimed is:
 1. A non-transitory computer-accessible medium having stored thereon computer-executable instructions for generating and playing a game or a puzzle, wherein, when a computer hardware arrangement executes the instructions, the computer arrangement is configured to perform procedures comprising: determining, for each cell of a grid of the game or the puzzle, at least one game symbol corresponding to a portion of a gestalt figure; providing, to a player, information which is (i) at least one hint or (ii) at least one indication about a location of the cell of the at least one game symbol in the grid; and receiving, from the player, and identifying or recording a guess or a response as to at least one content of the cell of each symbol in the grid.
 2. The non-transitory computer-accessible medium of claim 1, wherein the at least one game symbol is at least one of a nose, a mouth, a left ear, a right ear, a left eye, a right eye, hair, left arm, right arm, left leg, right leg, torso, head, or a pair of eyes.
 3. The non-transitory computer-accessible medium of claim 1, wherein the information comprises a plurality of game symbols and a location of the cell in the grid of each of the game symbols.
 4. The non-transitory computer-accessible medium of claim 1, wherein the guess comprises a selection of the at least one game symbol and the location of the cell of in the grid.
 5. The non-transitory computer-accessible medium of claim 1, wherein the grid is at least one of a rectangle or a square.
 6. The non-transitory computer-accessible medium of claim 1, wherein the grid has dimensions of at least one of 4×4, 5×5, 6×6, 7×7, 8×8, 9×9 or 10×10.
 7. The non-transitory computer-accessible medium of claim 1, wherein the hint is provided to the player at the beginning of the game.
 8. The non-transitory computer-accessible medium of claim 1, wherein the at least one hint is provided to the player during the game.
 9. The non-transitory computer-accessible medium of claim 1, wherein the hardware processing arrangement indicates that the player wins the game when the player successfully guesses each correct game symbol for each cell in the grid.
 10. The non-transitory computer-accessible medium of claim 1, further comprising, when executed by the computer hardware arrangement, displaying a gestalt figure on the side of at least one row or column in the grid which is updated every time a game symbol is placed in the corresponding column or grid.
 11. The non-transitory computer-accessible medium of claim 1, wherein the grid comprises sub-grids composed of a plurality of adjacent locations in the grid.
 12. The non-transitory computer-accessible medium of claim 1, wherein the computer hardware arrangement causes a particular game symbol to appear once in the grid.
 13. The non-transitory computer-accessible medium of claim 1, wherein the computer hardware arrangement causes the player can undo the guess.
 14. The non-transitory computer-accessible medium of claim 13, wherein the computer hardware arrangement causes the player to lose a point when the player undoes the guess.
 15. The non-transitory computer-accessible medium of claim 1, wherein the computer hardware arrangement causes the player to obtain points for a correct guess.
 16. The non-transitory computer-accessible medium of claim 15, wherein the number of points depends on the amount of time needed to guess correctly.
 17. The non-transitory computer-accessible medium of claim 1, wherein cells in the grid are color-coded depending on whether the at least one game symbol is placeable in the cell.
 18. The non-transitory computer-accessible medium of claim 1, wherein the computer hardware arrangement causes the game to end when all locations of the grid are filled.
 19. The non-transitory computer-accessible medium of claim 1, wherein the computer hardware arrangement facilitates the player to play against a further player.
 20. A system for generating and playing a game or puzzle, comprising: a computer hardware arrangement configured to: determine, for each cell of a grid of the game or the puzzle, at least one game symbol corresponding to a portion of a gestalt figure; provide, to a player, information which is (i) at least one hint or (ii) at least one indication about a location of the cell of the at least one game symbol in the grid; and receive, from the player, and identify or record a guess or a response as to at least one content of the cell of each symbol in the grid.
 21. A non-transitory computer-accessible medium having stored thereon computer-executable instructions for generating and playing a game or puzzle, wherein, when a computer hardware arrangement executes the instructions, the computer arrangement is configured to perform procedures comprising: providing, to a player, at least one game symbol corresponding to a portion of a gestalt feature of a gestalt figure; receiving, from the player, a location of the at least one game symbol on a grid of the game or the puzzle; and removing a portion of the grid when a plurality of game symbols in the portion of the grid together form the gestalt figure.
 22. The non-transitory computer-accessible medium of claim 21, wherein the grid includes a sub-grid of the grid and is composed of a plurality of adjacent locations in the grid.
 23. The non-transitory computer-accessible medium of claim 22, wherein the computer hardware arrangement causes a plurality of game symbols in columns located above the sub-grid that is the portion which is removed to fall into a next free row.
 24. The non-transitory computer-accessible medium of claim 21, wherein the computer hardware arrangement causes the player to receive a point when the portion is removed.
 25. The non-transitory computer-accessible medium of claim 21, wherein the computer hardware arrangement causes the game symbols to be provided randomly.
 26. The non-transitory computer-accessible medium of claim 21, wherein the computer hardware arrangement causes the game symbol to fall down a column of the grid and to stop at a row having the at least one game symbol below it.
 27. The non-transitory computer-accessible medium of claim 26, wherein the computer hardware arrangement causes a speed at which the game symbols fall to increase at preset intervals.
 28. The non-transitory computer-accessible medium of claim 26, wherein the computer hardware arrangement facilitates the player to manipulate a location of the game symbol only until the at least one game symbol stops.
 29. The non-transitory computer-accessible medium of claim 21, wherein the computer hardware arrangement facilitates the player to flip the at least one game symbol in a horizontal direction.
 30. The non-transitory computer-accessible medium of claim 21, wherein the computer hardware arrangement facilitates the player to undo a placement of a game symbol.
 31. The non-transitory computer-accessible medium of claim 21, wherein the computer hardware arrangement causes the game to end when the at least one game symbol falls in a column where a top row of the column already has a game symbol.
 32. The non-transitory computer-accessible medium of claim 21, wherein the computer hardware arrangement facilitates the player to play against a further player. 